Various improvements

This commit is contained in:
Andras Schmelczer 2023-05-28 22:28:44 +01:00
parent 488494634d
commit abf3803cdc
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GPG key ID: FC8F2C3D3D1A718C
15 changed files with 259 additions and 226 deletions

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@ -1,40 +1,48 @@
struct Settings {
diffusionRateTrails: f32,
inverseDiffusionRateTrails: f32,
decayRateTrails: f32,
diffusionRateBrush: f32,
inverseDiffusionRateBrush: f32,
decayRateBrush: f32,
};
@group(1) @binding(0) var<uniform> settings: Settings;
@group(1) @binding(1) var Sampler: sampler;
@group(1) @binding(2) var trailMap: texture_2d<f32>;
@fragment
fn fragment(@location(0) uv: vec2<f32>) -> @location(0) vec4<f32> {
var current = textureSample(trailMap, Sampler, uv);
var change = vec4<f32>(0);
for (var x: i32 = -1; x <= 1; x++) {
for (var y: i32 = -1; y <= 1; y++) {
if (x != 0 || y != 0) {
let offset = vec2(f32(x), f32(y));
let neighbour = textureSample(trailMap, Sampler, uv + offset / state.size);
let random = textureSample(noise, noiseSampler, uv + offset / state.size * 0.5).r;
let difference = clamp(neighbour - current, vec4(0), vec4(1));
change += vec4(
length(neighbour.rgb) * pow(random, settings.diffusionRateTrails) * difference.rgb,
min(1.0, length(neighbour.a)) * pow(random, settings.diffusionRateBrush) * difference.a
);
}
}
}
current += change / 4;
current += (
propagate(uv, vec2(-1.0, -1.0), current)
+ propagate(uv, vec2(-1.0, 1.0), current)
+ propagate(uv, vec2(1.0, -1.0), current)
+ propagate(uv, vec2(1.0, 1.0), current)
+ propagate(uv, vec2(-1.0, 0.0), current)
+ propagate(uv, vec2(0.0, -1.0), current)
+ propagate(uv, vec2(1.0, 0.0), current)
+ propagate(uv, vec2(0.0, 1.0), current)
) / 8;
let decayed = clamp(vec4(
current.rgb * settings.decayRateTrails,
max(0, current.a - settings.decayRateBrush)
current.rgb - settings.decayRateTrails,
max(0, current.a + (current.a - 1.001) * settings.decayRateBrush)
), vec4(0), vec4(1));
return decayed;
}
fn propagate(uv: vec2<f32>, offset: vec2<f32>, currentColor: vec4<f32>) -> vec4<f32> {
let neighbour = textureSample(trailMap, Sampler, uv + offset / state.size);
var random = textureSample(noise, noiseSampler, uv + offset / state.size * 0.5).r;
let difference = clamp(neighbour - currentColor, vec4(0), vec4(1));
return vec4(
vec3(length(neighbour.rgb) * pow(random, settings.inverseDiffusionRateTrails)),
length(neighbour.a) * pow(random, settings.inverseDiffusionRateBrush)
) * difference;
}